/Engine/Source/Runtime/Engine/Public/Animation/AnimPhysicsSolver.h
Constraint two bodies together with angular limits, limiting the relative rotation between them. Note that this allows TWO axes to rotate, the twist axis will always be locked
static void ConstrainAngularRange ( float DeltaTime, [TArray](API\Runtime\Core\Containers\TArray)< [FAnimPhysAngularLimit](API\Runtime\Engine\Animation\FAnimPhysAngularLimit) > & LimitContainer, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * FirstBody, [FAnimPhysRigidBody](API\Runtime\Engine\Animation\FAnimPhysRigidBody) * SecondBody, const FQuat & JointFrame, AnimPhysTwistAxis TwistAxis, const FVector & JointLimitMin, const FVector & JointLimitMax, float InJointBias )